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TheDude123

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    John Smith

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  1. Hi Benyee, Thanks so much for taking a look. I went through your scene and cached it out, but it looks like the problem I'm having is still there (the pieces start to float around and have a life of their own after some time). Again, thanks for trying.
  2. Hi, I've got a "wood" structure that needs destroying and I'm getting stuck on the simulation part. The sim looks good for about 3-4 seconds and then the fractured pieces start to move of their own accord (i.e they freak out). I've fiddled with substeps (both DOPNET and bulletrbdsolver), collision geo, constraint iterations, etc. I watched countless tutorials and searched the web looking for answers, but nothing seems to work. I just don't know where the issue is coming from. Any help or guidance would be greatly appreciated. A link to video showing problem. https://www.dropbox.com/s/ok51dj13f5187gf/Sim_Issue_A.mp4?dl=0 Thanks!
  3. Thanks for the links. After some testing, they work, but the falloff created is not linear (for the shape I'm using). I would like the density to be highest on the outside of the box shape and fade towards the "center". What I'm currently getting is: dense, less dense, than dense again (see image). RED text from 0-1 is what I would like. See .hip file and image below. Thanks. density_box_fade.hiplc
  4. Hi, I'm trying to figure out how to decrease a volume's density based on some value (say a point's position in space). Say you have a sphere converted into a volume and a point at the center of that volume. How do you go about calculating the volume's distance from that point and modifying the density based on that? I would like the density to decrease the closer it is to the point. I've tried volumesample(), volume gradient VOP node, and a few others...but I'm missing something. Either VEX or VOP solution is fine. Density decreases closer to the center... Thanks!
  5. AH! So sorry about the alembic file missing...long week :). I've included it in the original post. I don't have a "inside" group in the alembic file...that may be the issue. That is something I noticed between the alembic file and the Houdini created version. I do have an "Inside_Faces_1" group (which does seem to help with the issue). Thanks so much for the suggestions, I'll give them a shot.
  6. Hi, I've got an alembic file that I need to create some debris from. However, when I unpack the alembic, throw it into a material fracture and wire up a debris source node, it doesn't quite work how I want it to. Problem is points are being generated on some of the edges of the outside face. I just want the points to be generated on the fracture edges. Any idea as to why this is happening? I'm assuming it's something to do with the alembic file. I have another set-up that uses a simple box (no alembic file) and the debris source node does fine with that. Any input would be great! Thanks! See attached file for reference and image below. Debris_Source_Cinema 4D_to_Houdini.hip Voronoi_Fracture_Gradual_Break.abc
  7. Hi, Great info in this thread! So how would one go about tapering BOTH ends of the curve? The result would look something like: thin, thick, thin. Thanks!
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